poppy Posted October 25, 2011 Share Posted October 25, 2011 Hi I was rendering cloth, and I got this boxy, polygony stuff on my mesh. I was a triangulated plane, Mantra surface color, no maps, PBR renderer. Tried poly as subdivide in render option. Tried subdivide the mesh, but doesn't help. Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted October 25, 2011 Share Posted October 25, 2011 Are you using anisotropy in your reflections? If your mesh doesn't have uv's applied the parametric attributes s and t might get used which might lead to a look like yours. Maybe you could upload your scene file so we can have a look at it. -dennis Quote Link to comment Share on other sites More sharing options...
poppy Posted October 26, 2011 Author Share Posted October 26, 2011 Thanks Dennis Here my scene file cloth03.hip Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted October 26, 2011 Share Posted October 26, 2011 I took a look at your file and indeed anisotropy was the reason for the artifacts. What I did to fix this is: - I added UVs to the cloth before it gets simulated by DOPs - I copied the UVs back to the simulated geometry (not quite sure why I had to do this, because I thought my UVs would be piped through DOPs) - changed the tangent style parameter on the Surface Model VOP inside your cloth material from "Geometric Tangents" to "Compute from UV" I marked the nodes that I added and/or changed with red. -dennis Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted October 26, 2011 Share Posted October 26, 2011 I am curious why the UVs need to be copied back and don't stick. Anyone knows? Quote Link to comment Share on other sites More sharing options...
dennis.albus Posted October 26, 2011 Share Posted October 26, 2011 Sorry, forgot to attach the file. cloth03_fix.hip Quote Link to comment Share on other sites More sharing options...
poppy Posted October 26, 2011 Author Share Posted October 26, 2011 (edited) Thanks again Dennis Being a TD always be my dream goal, but still, it's a long way to go (and,btw, I really love We Can Dance vimeo channel) one quick question tho what this do? - changed the tangent style parameter on the Surface Model VOP inside your cloth material from "Geometric Tangents" to "Compute from UV" Edited October 26, 2011 by poppy Quote Link to comment Share on other sites More sharing options...
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